Game analytics that tells you what to fix
Add the SDK to your browser game, Unity project or Steam build — and within a minute see how many people play, where they get stuck and why they leave. No SQL, no dashboards to build.
Free up to 1M events a month · no card · anonymous player data

Works where your games live
- CrazyGames
- Yandex Games
- Poki
- GameDistribution
- itch.io
- VK Play
- Unity
- Steam
- Electron
- Android · iOS
Who it is for
Indie developers
You ship games on CrazyGames, Poki, Yandex Games or itch.io and want to know why players quit after level one — without hiring an analyst.
Small studios
Several games and a team: all games on one screen, roles and invitations, a weekly review and fix tasks for developers and Claude.
Unity and Steam
A UPM package for Unity (WebGL, desktop, Android, iOS): the same reports as for browser games, plus remote config without a new build.
Everything you need to make the game better
Reports are built for game design, not marketing: each one answers a concrete question.
Retention D1–D30
Daily cohorts, new vs returning players, playtime and session length.
Level progression
How many reach each level, where they fail and where they quit — the “wall” is obvious.
Why players leave
The last 30 seconds before quitting: an error, a loss, an ad, dead clicks or boredom.
Heatmaps
Where players tap on screens and walk on maps; dead and rage clicks.
Errors
Exceptions grouped by message and stack, with versions and platforms.
Problems & tasks for Claude
The system finds problems and writes a ready fix task — paste it into Claude.
A/B tests & remote config
Tune the balance without a new build and test ideas on a share of players, with a clear verdict.
Player surveys
Short in-game questions: what players like and what gets in the way, by version.
Versions & rollback
Did the update make things better or worse — automatically, with a rollback recommendation.
Market benchmarks
Your D1 vs similar games of the same genre and platform — on anonymised aggregated data.
Claude skill
A ready guide: Claude adds the SDK, events, remote config and surveys for you.
All games & weekly review
All games on one screen and a weekly report: what changed and what to do next.
Stop hunting for problems — get them as a list
Every hour the system checks your games: a level that is too hard, an error spike, players leaving after an ad, buttons tapped in vain. Each problem comes with a plain explanation and a ready task for Claude or a developer.
- Notification bell for all games of the studio
- Tasks with context: level, version, numbers, what to check
- Mark “not a problem” and the detector stays quiet

“Your D1 of 27% beats 78% of puzzle games on CrazyGames”
Compare your game with medians and quartiles of real games of the same genre and platform, not with random blog benchmarks. Anonymised aggregates only: a segment is shown once it has 5+ games from 3+ studios.
- Day-1 and day-7 retention, playtime, session length
- First-session churn, errors, ads watched
- No names, no data of individual games

Test ideas on players, not on gut feeling
Create a parameter — say, the boss HP — and change it without a new build. Run an A/B test on part of the players: the panel compares retention, progression and revenue per variant and tells you honestly whether to trust the result.
- Deterministic player assignment
- Make the winner the default with one click
- Player surveys with the same triggers

Up and running in 5 minutes
No servers to set up: sign up, create a game and paste two lines of code.
Sign up
Create a studio and a game to get a key like pk_… It is not a secret — it goes into the game code.
Add the SDK
One script tag for HTML5 games or a UPM package for Unity. Sessions, screens, devices and errors are collected automatically.
Mark levels
levelStart / levelComplete / levelFail — and the progression, wall and churn reports come alive.
<!-- before your game code --> <script src="https://analytics.redrockstudio.ru/sdk/redrock-analytics.min.js"></script> <script> RedRockAnalytics.init({ key: 'pk_YOUR_KEY', endpoint: 'https://analytics.redrockstudio.ru', build: '1.0.0' }); </script> // in the game RedRockAnalytics.levelStart('1-1'); RedRockAnalytics.levelComplete('1-1', { score: 1200 });
Or let Claude do it
Download the skill and tell Claude: “Add RedRock analytics”. It finds the entry point, levels, ads and purchases, adds the SDK and keeps the game working.
Pricing
Start for free. Move to Pro when you have more games and players.
Free
- Up to 3 games
- 1 M events / month
- 90-day data retention
- Up to 2 members
- 1 A/B test and 1 survey at a time
- All reports, Problems, market benchmarks
Pro
- Up to 20 games
- 20 M events / month
- 365-day data retention
- Up to 10 members
- Unlimited A/B tests and surveys
- All reports, Problems, market benchmarks
Payments via YooKassa (Russian cards, SBP, YooMoney). Nothing renews automatically. International cards: write to us.
FAQ
What player data does the SDK collect?
A random anonymous player id (not tied to any account), device type, OS, browser, language, screen size, country (derived from the IP on the server; the IP itself is not stored) and game events: screens, levels, clicks, errors, ads, purchases. We store no names, e-mails or IP addresses.
Who can see my game data?
Only members of your studio. The service owner does not see data of individual games. Market benchmarks use anonymised aggregated statistics: medians and quartiles of segments with 5+ games from 3+ different studios. The Terms of Service say this explicitly.
Does it work on CrazyGames, Poki and Yandex Games?
Yes. The SDK is a few kilobytes with no dependencies, detects the portal from the page address, handles CORS and queues events on bad connections. You can ship the SDK file with the game — portals dislike third-party scripts.
What about Unity, Steam and mobile?
There is a UPM package for Unity: WebGL, Windows/macOS/Linux (including Steam builds), Android and iOS. Remote config, A/B tests and surveys work the same way as in browser games.
What happens when I hit the event limit?
The game keeps working — the SDK shows no errors. New events are simply not stored until next month, and the panel shows a warning. Upgrade to Pro and ingestion resumes immediately.
How long is data kept?
90 days on the free plan and a year on Pro. Older data is removed automatically every night.
Can I cancel Pro?
There is no auto-renewal: you pay for a month or a year and the plan stays active until the end of that period. Then the studio returns to the free plan and keeps its data.
GDPR?
You are the controller of your players’ data and we are the processor (see the Data Processing Agreement). The SDK collects no direct identifiers and IPs are not stored. If your game requires player consent, initialise the SDK after consent.